Magical Girl Escalation Taylor (Worm/Nanoha)

[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.
 
[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

Hopefully it's not fully entrenched, it'll probably still be nasty, but we know where they are, and wiping this group would do major damage to them.

We need to wipe out as many of the fallen here as we can so that when the hunt begins there's less of them to track down.
 
[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

Tinkers get more dangerous the more time they have to set up. You shouldn't attack a Tinker in his workshop, but if he has time to get fully entrenched, provided he isn't fully entrenched already, then things are going to get a lot harder when we do go after him. Additionally, if we wipe out the Tinker before he can get fully entrenched and mobilized, then we remove a potentially powerful force multiplier from the Fallen. A Tinker who has time to fort up, and start providing his allies with useful tools or deploy some esoteric Tinkertech weaponry is someone who will provide us with a very, very bad day.

For the other groups...the barrier group isn't trapping Taylor in the dome with them, they're trapped in there with her. Let them expend energy to keep the dome up, so that their mage has less to spend when it comes time to go after them. The Master's group, with hostages and a danger sense, will probably be rather time-consuming to deal with if we're trying to keep the hostages safe and retrieve them intact, especially with the danger sense in that group. If we deal with the Master first, the Tinker will have that time to entrench, possibly reinforce them, and become an even more massive pain. Especially if the Master takes control of the hostages and gets them equipped with Tinkertech.

My preferred order for dealing with these groups would be 'Tinker group, Master group, barrier group.' The mage, as the unknown threat with the versatile options, is best dealt with when as exhausted as possible.
 
[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.
 
[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

Hopefully it's not fully entrenched, it'll probably still be nasty, but we know where they are, and wiping this group would do major damage to them.

We need to wipe out as many of the fallen here as we can so that when the hunt begins there's less of them to track down.
Don't worry. We'll use Solar Wrath at non-lethal setting to blow up the building. His entrenchment won't matter.
 
[X] The last group. You don't know where they are, so that means a search, but this is the best way to bring down the barrier.
 
[X] The last group. You don't know where they are, so that means a search, but this is the best way to bring down the barrier.

Barrier going down is the best way to shift the entire battle in the heros' favor. Opens up the possibility of reinforcements like Dragoncraft, pressures Fallen to disengage and run rather than fight/ build dangerous shit, and also decreases the likelihood that the Fallen will ultimately get away.

A bit dicey because we have to find this group first while the masters are gathering hostages and the tinker is building shit, but I think reinforcements and pressure will help with both of those.
 
Kinda unsure between this and the Tinker group, but at this point getting additional support from the outside would help in case they have any further surprises.

[X] The last group. You don't know where they are, so that means a search, but this is the best way to bring down the barrier.
 
[X] The last group. You don't know where they are, so that means a search, but this is the best way to bring down the barrier.

We were already going to go after the rest of the Cult after this, and large-group teleporters and similar high end Movers are quite rare indeed (look how often Striders named for Endbringer fights, or how Alexandria still had to rely on one she dislikes or fly herself to Australia) so we have a decent chance to chase any who try.

Better to move on from this before things get worse, and open up the raining hellfire of reinforcements if we can.

Welcome to Taylor's Shit ListTM, Laura. Good luck getting taken off of it.

Do you expect her to stay there long, when Taylor isn't fresh off having to kill people and can focus more on this odd behavior?

13.x will be a Laura interlude. I think everyone's going to enjoy it.

I for one certainly can't wait , after this. Veeerrry curious .... while theres shades of her past expressed philosophy, it doesn't entirely fit. She's seeming at least a bit more rattled now than at the start of the attack, and the mix of town and backing down instead of mouthing off is odd for her.

More importantly.... she showed up to fight an ENDBRINGER, on the other side of the PLANET, seemingly unknown to or against her family's wishes and with noone she cares about present. And then she signed up for a direct-attack group (look at some comments Legend made on capes who volunteered being too squishy to survive it, its hardly deemed safe just because she's at range, even less so as a non-flyer) rather than try to use her ice in the Wave group or something.

Best guess I have at the moment is either the issue of not having her costume is far more pressing than her personal safety and the threat of this group (it didn't help hearing Taylors untouched and just wrekt a dozen capes, after all) ........ or its some complex oddity we'll need to hear more about. Maybe even that she has past history with the Fallen specifically???

Or shes just thoroughly rattled by the chain of worldview-shaking from seeing the circles Taylor runs in and her immense lethality (maybe worrying for Jotun and Solaire's future safety if they don't change careers?) , but if thats enough to override immediate needs of self defense during an attack (and give a silly explanation for it) it probably falls under "complicated backstory to follow" anyways.


TLDR: Reserve judgement on "WTF Laura" until we get that interlude, and heres hoping Taylor gets someone playing middleman to explain.
 
Do you expect her to stay there long, when Taylor isn't fresh off having to kill people and can focus more on this odd behavior?
*snip*
TLDR: Reserve judgement on "WTF Laura" until we get that interlude, and heres hoping Taylor gets someone playing middleman to explain.
*shrug* Understanding is different from forgiveness imo, especially when Taylor just had to save her best friend from a fate arguably worse than death who is now questioning what is real and what isn't anymore, and Laura's implication of "Too bad for her" if Taylor hadn't been around or otherwise wasn't able to get to her in time struck a very sore spot.
 
"Raum," Cassiel says, pointing at a cape in pink this time. "He can induce anger and aggression in anyone in a designated area.
  • Raum, a Simurgh cape who inflames anger in an area
Huh. Reading his blurb in the previous update, I assumed he can actually set on fire anybody who's angry around him.
:(

Killing them was so easy, effortless. Between a weapon that is hot enough to cut through damn near anything and Blitz Action making you move so fast no one besides a speedster can react, it would be child's play to execute anyone in your way. There is nothing anyone short of the strongest Brutes could do about it.

That is not the kind of cape, the kind of person, you want to be.
Then you chose your career path wrongly:
[ ] Destroy the villains – The gangs are the reason Brockton Bay is such a hellhole. If they were wiped out, maybe the city could return to its heyday, or at least be livable without worrying that you would be gunned down in the streets.


"Dragon, right now the only thing I'm sure of is that I need someone to shoot!" You take a deep breath and let it out slowly. "Who. Is. Left?"
Much better!



[X] The last group. You don't know where they are, so that means a search, but this is the best way to bring down the barrier.
 
Hmm. I was thinking the barrier group at first, but with Taylor taking off the kid gloves, it really is them being stuck with her rather than vice versa.

Its been half an hour, according to Kayleigh. Hopefully there was at least one person communicating with a friend/relative as the dome went up. Or that someone has seen/noticed the big ass glowy dome.

(if it's visible from the outside. Otherwise i have the sad image of a bunch of sea gulls bonking into the dome)

[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

Also, IIRC there is/was supposed to be a twist by this time? I'm going to guess it was Missy's situation or Laura refusing to cape.

I still think her trigger involved fire, and along with Dragon mentioning how the Fallen took on a whole Protectorate branch… yeah. I get her fear.

Still sucks that she won't do the bare minimum, but if you consider her best friend (her "Missy" if you will) isn't a cape… I'm somewhat understanding.

It'll be fucking hilarious when Kayleigh does more for defense with a revolver than her cape friend though
 
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I'm worried that the tinker can turn people into bombs if his/her specialty is modifying people. You don't give tinkers time if you can help it.

I'm thinking we go after the spa group to kill them off, then hunt down the Suites group to kill Oriax and get the headache that is his power out of the way, then we finish off the rest of the Fallen.

[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

We should just bombard the spa area with Solar Wrath and Flare Shooters from outside the spa, using WAS to figure out where the enemy is. If there are civilians we use non-lethal shots.
 
[x] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

Because giving the tinker more time to fortify is probably the worst plan.
 
[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

As everyone said, Tinkers get more dangerous the longer they're allowed to tinker, taking them out first makes sense.
Taking out the Dome group means that the other two groups (Master and Tinker) can retreat and do exactly what we don't want them to do, build up more captured people (including possibly Capes) or build up more tech.
 
Its been half an hour, according to Kayleigh. Hopefully there was at least one person communicating with a friend/relative as the dome went up. Or that someone has seen/noticed the big ass glowy dome.

(if it's visible from the outside. Otherwise i have the sad image of a bunch of sea gulls bonking into the dome)
Oh, it's very VERY visible from the outside.
 
Your eyes fall to the bodies on the ground before drifting to the humming mana scythe. You had not noticed while you were saving Missy and your mind was clouded with overwhelming anger, but these capes you killed with a clear head. Killing them was so easy, effortless. Between a weapon that is hot enough to cut through damn near anything and Blitz Action making you move so fast no one besides a speedster can react, it would be child's play to execute anyone in your way. There is nothing anyone short of the strongest Brutes could do about it.

That is not the kind of cape, the kind of person, you want to be.

Thank you for including this. It shouldn't be easy, especially with how much effort Taylor has put into not going lethal when other options were viable.

Kayleigh nods and all but drags you out of the room. "Sorry about that," she tells you once she pulls you into the nearby women's restroom and checked that it was empty. "My parents found out the spa was the first place the Fallen and freaked and got all super clingy."

Lost a word tor phrase here.

You take a moment to try to put yourself in Laura's shoes. Unlike her, you have a Barrier Jacket to protect you from physical harm. You have a Guardian Beast to protect Lacey and Kurt, the closest thing you have left to family. If you are identified, it is not as much of a threat. Looked at it that way, you know her she has a basis for her logic.

In the last sentence, the phrasing trips up a bit.

[X] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

The most dangerous opponent is a Tinker with time to set up. Putting them last just makes the inevitable and necessary attack on them all the harder.
 
[x] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

Dispose of the entrenching enemy.
 
Something I kept thinking about mentioning and kept forgetting was that we really should be taking guns from the Fallen to arm our own side. We shouldn't give everybody guns--untrained civilians would be more likely to hurt our side than help--but I'm sure Kayleigh isn't the only one with some gun/combat skills.

[ ] The spa group. The Tinker is someone you want out of the fight, but you'll be attacking him in his current workshop.

They say that you should never attack a Tinker in their own workshop, but this isn't his workshop, and the longer you give him to ramp up, the bigger the threat he'll become. saganatsu is right that the Suites group is a threat to the civilians, but if the Tinker's abilities allow him to somehow weaponize civilians, then taking him out is a priority even above that.

We know the suites group has a Master who can manipulate groups. There's a really good chance that the next step of their plan, once they collect civilians from the suites, is to bring them to the tinker to arm them. We should take care, though, as their command hub is also the place that their best Master, the one who can make people obey long term, is most likely to be.

Then again, it could just be one person, and their long term Master effect is from the implant that is also adjusting powers.

Oh, it's very VERY visible from the outside.

Good thing they didn't know how to create a recursion field style effect, where people outside wouldn't see a thing. People would still be wondering why communications stopped, of course, but that's a lot less likely to get a fast enough response to matter.
 
Good thing they didn't know how to create a recursion field style effect, where people outside wouldn't see a thing. People would still be wondering why communications stopped, of course, but that's a lot less likely to get a fast enough response to matter.
Considering whoever is responsible for this is all but guaranteed to be a Deviceless mage, this is probably what would happen should you try to teach someone Recursion Field with only half a spell slot.
 
It'll be fucking hilarious when Kayleigh does more for defense with a revolver than her cape friend though

Now theres a thing to imagine.... some Fallen manages to breach that far, and Kayleigh is forced to shoot an attacker dead all because Cailleach was unwilling to provide proactive defense? :drevil:

Certainly , if its not some trigger-backstory or similar reasoning (that Kayleigh didn't try to interrupt with) , that could go interesting places...
 
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